This research Master's programme focuses on technology and the applications of virtual reality, computer graphics, imaging and computer vision. Students learn alongside world-leading researchers specialising in virtual reality, augmented reality, 3D modelling, visualisation, interfaces, gaming and social. They will partake in UCL's multidisciplinary tradition, sharing ideas and resources across UCL Engineering and beyond.
Students will learn how to analyse, engineer and evaluate a broad range of virtual reality and augmented reality systems. They will discover how to analyse the requirements for interfaces, such as type of system, role of application tasks and perceptual requirements. They will learn how to develop for advanced immersive systems as well as how to validate and evaluate those systems.
Students undertake modules to the value of 180 credits.
The programme consists of an individual dissertation (75 credits), a group research project (30 credits), four optional modules (45 credits), and two transferable skills modules (30 credits).
All of the following modules must be taken.
If the cohort is not large enough to run the Group Project, students will take a second individual research project instead.
Students choose four optional modules (45 credits in total) from the following list.
One of the transferable skills modules must be Researcher Professional Development or Entrepreneurship Theory and Practice.
It is also possible for students to select other advanced taught or research modules, with approval.
Please note that registration on optional modules is subject to demand and cannot be guaranteed.
*Indicates transferable skills module. At least one of these transferable skills modules must be taken.
All students will undertake an individual research project (75 credits) which culminates in a dissertation of 10,000 - 12,000 words and a 15-minute oral presentation.
Teaching and learning
The programme is delivered through a combination of lectures, lab practicals and tutorials, and is assessed through examinations, presentations, dissertation and coursework.
We equip our graduates for jobs in organisations including creative media companies, global IT companies and 3D graphics and product design specialists. We expect graduates to be able to develop state-of-the-art systems that fulfil a broad range of application needs.
Many of our alumni work in the various media industries across London. A significant number have founded their own successful start-up companies.
With virtual reality and associated technologies being relatively new, industry needs individuals with a broad ability to design and evaluate systems. VEIV and UCL provide a multidisciplinary environment where students can specialise in a particular area, but also get a broad understanding of the various ways that novel immersive technologies are being analysed and developed.
The Virtual Reality MRes is run by UCL’s Virtual Environments, Interaction and Visualisation (VEIV) Centre. This centre has been a world leader in computational capture, rendering and simulation for the past 15 years.
VEIV has access to UCL’s exceptional virtual reality facilities, including a full range of consumer AR & VR equipment, motion capture systems, a large CAVE projection room system and haptic robots.
Digital has changed the game for sports business forever. Teams, leagues and federations no longer compete with each other; the new competitors are digitally-based activities such as social media, video streaming and gaming. Some analysts have even observed sport to be the most disrupted of all industries.
Digital is more about aligning strategy and the organization to behaviours and expectations of modern fans than it is about technology.
Ultimately, digital is about growth and therefore 'Managing Digital Transformation in Sports' has been purposely developed for football and sport organisations to explain the digital challenge to sports leaders, managers and professionals in a way that will enable organization and career growth.
It is a modern reality that whilst business models in sports are still adjusting to the new data and fan-ﬁrst reality of the digital era, a new breed of technologies such as virtual and augmented reality have arrived to push the economy further into competition for personalized and immersive experiences.
Through all of this volatility, the principles that are needed to navigate digital disruption in our own roles and organizations are now understood. 'Managing Digital Transformation in Sports' takes lessons from all industries in the digital economy and combines them with football and sports business best practices to deliver a master class for career and business transformation.
You can download the program prospectus here.
The program is aimed at professionals looking to improve their digital literacy so that they can more effectively lead and contribute to business transformation in a sports/football organization.
It is the first program focusing on the transformation and specialization of digital business in the sports industry.
KEY BENEFITS OF THE PROGRAM INCLUDE:
To ensure you are fully prepared for a wide range of professional challenges, the course curriculum covers all business areas across the sport industry.
The well-rounded curriculum is divided into four terms that cover the following areas:
TERM 1 - SPORTS BUSINESS IN DIGITAL
1. Introduction - why sport is most disrupted of all industries
2. The new consumer and fan
3. New sport business responsibilities
4. Digital technologies and their impact on sports business explained
- Internet of Things
- Cloud Computing
- Mobile Computing
- Digital and Social Media
- Data and Analytics
- New technologies: Virtual Reality, Augmented Reality & Artiﬁ cial Intelligence
TERM 2 - ACHIEVING DIGITAL MATURITY
1. What is Digital Maturity
2. Obstacles to achieving Digital Transformation
3. Digital Transformation Success Factors
- Leadership and Strategy
- Culture and Governance
- Business Model Innovation
- Fan-centered Design
- Corporate requirements - Finance, IT and Marketing
- Open Innovation (including special feature on Innovation best practice)
TERM 3 - BECOMING A SOCIAL BUSINESS
1. What is a Social Business
2. Social Leadership
3. Socially Inspired Trends
- Digital Marketing Models
- Digital Marketing Capabilities
- Digital Media and the changing broadcast landscape
- Crowd sourcing, Recruitment, Employee Ambassadors
- Social Media Platform Selection
- Social Media Best Practice
- Sponsorship and monetizing social media
- Mobile Apps
- Esports - industry analysis and opportunities for traditional sports
TERM 4 - DATA STRATEGY AND MARKETING WITH ANALYTICS
1. How Data is transforming business
2. Characteristics of Data high-performers
3. Planning for data mastery
- Developing a Data-driven culture
- Data and Analytics best practices and case studies
- Attracting and retaining Data and Analytics Talent
- Innovating with Data
- Sources of Fan Data and Customer Data Platforms
- How Big Data drives Marketing Success in Sport Organizations
You will benefit from the latest technology-enabled education and an interactive methodology that combines live web conferences led by top football industry professionals with an integral online platform through which the contents of the program are delivered.
The program brings together international industry executives from the top sports clubs, governing bodies and corporations across the world to provide candidates with the most relevant and up-todate information from the football industry through online guest speaker sessions.
This course is led by Stephen Bourke, Sports Business Strategist and Digital Analyst. Stephen is an internationally experienced sports business specialist from Australia presently working in Qatar. He is a global executive board member of Sport and Entertainment Alliance In Technology (SEAT) Conference in the USA. Stephen’s passion for understanding the impact that the digital economy is having on sports business has led to him becoming the ﬁ rst person to develop and deliver content online to inspire other sports professionals own transformation in our new digital-ﬁrst reality.
The Sports Business Institute have provided training to executives from across the football industry at a global level including clubs, federations, and media outlets such as FIFA, Club Wembley, Liverpool FC, Manchester United, Manchester City FC, West Ham United, PSG, Inter Milan, Juventus, Galatasaray, the Mexican Football Federation among numerous other top sports properties.
2. Click on the button "Secure your spot here"
3. Fill out online registration form on this page
4. Secure a spot in the program by paying a 50 Euro application fee. You must fill out the form on this page and click on the "Register" button.
5. Once the application fee has been paid a member of our team will contact you to confirm your registration.
6. You must then complete the balance of your course tuition fee of 2,950 Euros* by bank transfer.
This full time course will cover the practical, theoretical and technological aspects of 5G Communications Systems as they evolve over the coming years.
You’ll gain expert knowledge of the latest technologies that will drive the next mobile, wireless and communications revolution, and evolve our current 4G environment to 5G communications enabled systems. Applications will cover robotics & autonomous systems, UAVs, immersive systems and augmented realities, health monitoring, cyber-integrated systems, and smart grids. Data handling of the expected 50 billion IoT (internet of things) devices coming on-line to monitor traffic, weather, environment, smart agriculture, and even when your fridge runs out of milk, will also be explored.
5G will provide greater capacity, improved reliability, support at higher rates of mobility, and wider geographical coverage, at even higher data speeds and throughput and many new services and facilities.
On the course you will engage with experts and specialists whose integrated knowledge will enable you to gain the skills, knowledge and expertise to be part of the definition of the next generation of mobile and wireless communications. These will include:
There are two semesters of compulsory and optional taught classes, followed by a three month summer research project working in a core area of 5G Communications system design, either in the Department or with an industry partner via an internship.
Facilities for research projects are extensive and these will allow you to choose to work on projects in a wide variety of areas such as physical and MAC layers (e.g. Advanced LTE) from IoT, cybersecurity, dynamic spectrum, massive-MIMO, low latency communications, or in applications such as smart agriculture, environment monitoring, computer vision, communicating radar, satellite systems, automotive, driver-less cars and of course some application domains yet to be established with the advent of 5G!
We have an extensive set of teaching spaces and learning environments alongside a dedicated Masters Project and Study Environment for self-study and group working.
We work closely with a number of industry partners, and our state-of-the-art facilities include wireless and mobile radio hardware and software, FPGA and SDR systems, supported by companies including EE, Vodafone, Xilinx, Cisco, MathWorks, British Telecom, Intel, Lime Microsystems , Analog Devices and many smaller companies and organisations. Our research laboratories include our Signal Processing Design Lab; Image and Vision Processing Lab; White Space Radio Testbed, IoT Test Facility, RF anechoic room, and so on.
We use a blend of teaching and learning methods including interactive lectures, on-line video lectures, problem-solving tutorials and practical project-based laboratories. Our extensive teaching and project facilities include state-of-the-art Software Defined Radio laboratories, IoT and networking capabilities, Computer Vision laboratories, alongside satellite and sensor equipment.
Each module comprises approximately five hours engagement per week. Some classes are presented in traditional lecture-tutorial-lab style, and we also offer a number of “flipped learning” classes whereby lectures are delivered through complete on-line video sets, with complementary in-class discussion and review seminars held each week to discuss relevant topics and subject matter.
To enhance your understanding, you are expected to undertake a further five to six hours of self-study, using our web-based virtual learning environment (MyPlace), research journals and library facilities.
The teaching and learning methods ensure you'll develop not only technical engineering expertise but also communications, project management and leadership skills.
Interaction with industry is provided through our internships, teaching seminars and networking events.
British Telecom, Vodafone, Everything-Everywhere, Xilinx, Cisco, Texas Instruments, MathWorks, NXP/Qualcomm and Selex ES are just a few examples of the industry partners working with Strathclyde at this time, and you have the opportunity to engage with them during your studies.
A variety of assessment techniques are used throughout the course. You'll complete 120 credits of taught modules. Each module has a combination of written assignments, individual and group reports, oral presentations, practical lab work and, where appropriate, an end-of-term exam.
Assessment of the summer research project consists of four elements, with individual criteria:
As communications now impacts on virtually all areas of society, commerce and business, job opportunities are excellent, and you will be equipped for employment across a range of sectors including mobile/wireless, IT, defence, and big data.
Professional and technical occupations with international companies such as Samsung, Xilinx, British Telecom, MathsWorks, Nokia and Texas Instruments, as well as local companies such as Cirrus Logic, Leonardo, and Stream, are available.
Globalisation of the communications sector and the evolution of many countries to 5G means if graduates wish to work abroad, this course provides an ideal passport to anywhere in the world.
Job titles include:
The fields of graphics, vision and imaging increasingly rely on one another. This unique and timely MSc provides training in computer graphics, geometry processing, virtual reality, machine vision and imaging technology from world-leading experts, enabling students to specialise in any of these areas and gain a grounding in the others.
Graduates will understand the basic mathematical principles underlying the development and application of new techniques in computer graphics and computer vision and will be aware of the range of algorithms and approaches available, and be able to design, develop and evaluate algorithms and methods for new problems, emerging technologies and applications.
Students undertake modules to the value of 180 credits.
The programme consists of four core modules (60 credits), four optional modules (60 credits) and a research project (60 credits).
Students must choose a minimum of 15 and a maximum of 30 credits from Group One options. Students must choose a minimum of 30 and a maximum of 45 credits from Group Two options.
Group One Options (15 to 30 credits)
Group Two Options (30 to 45 credits)
Please note: the availability and delivery of optional modules may vary, depending on your selection.
All students undertake an independent research project related to a problem of industrial interest or on a topic near the leading edge of research, which culminates in a 60–80 page dissertation.
Teaching and learning
The programme is delivered through a combination of lectures and tutorials. Lectures are often supported by laboratory work with help from demonstrators. Student performance is assessed by unseen written examinations, coursework and a substantial individual project.
Further information on modules and degree structure is available on the department website: Computer Graphics, Vision and Imaging MSc
Graduates are ready for employment in a wide range of high-technology companies and will be able to contribute to maintaining and enhancing the UK's position in these important and expanding areas. The MSc provides graduates with the up-to-date technical skills required to support a wealth of research and development opportunities in broad areas of computer science and engineering, such as multimedia applications, medicine, architecture, film animation and computer games. Our market research shows that the leading companies in these areas demand the deep technical knowledge that this programme provides. Graduates have found positions at global companies such as Disney, Sony and Siemens. Others have gone on to PhD programmes at leading universities worldwide.
Recent career destinations for this degree
UCL received the highest percentage (96%) for quality of research in Computer Science and Informatics in the UK's most recent Research Excellence Framework (REF2014).
Our graduates have some of the highest employment rates of any university in the UK. This degree programme also provides a foundation for further PhD study or industrial research.
Careers data is taken from the ‘Destinations of Leavers from Higher Education’ survey undertaken by HESA looking at the destinations of UK and EU students in the 2013–2015 graduating cohorts six months after graduation.
UCL Computer Science contains some of the world's leading researchers in computer graphics, geometry processing, computer vision and virtual environments.
Research activities include geometric acquisition and 3D fabrication, real-time photo-realistic rendering, mixed and augmented reality, face recognition, content-based image-database search, video-texture modelling, depth perception in stereo vision, colour imaging for industrial inspection, mapping brain function and connectivity and tracking for SLAM (simultaneous localisation and mapping).
The Research Excellence Framework, or REF, is the system for assessing the quality of research in UK higher education institutions. The 2014 REF was carried out by the UK's higher education funding bodies, and the results used to allocate research funding from 2015/16.
The following REF score was awarded to the department: Computer Science
96% rated 4* (‘world-leading’) or 3* (‘internationally excellent’)
Learn more about the scope of UCL's research, and browse case studies, on our Research Impact website.
Today’s societies require more and more geographical information. Think of physical planning, analyzing the spread of epidemic diseases, risk management, navigation systems, location based services, movement analysis, augmented reality, increasing use of maps and volunteered geographical information.
Our GIMA course offers a comprehensive MSc programme, focusing on the management and application of geographical information from a scientific perspective. Two additional aspects contribute to the uniqueness of the GIMA programme: GIMA is a joint venture involving four renowned Dutch universities: Utrecht, Delft, Twente and Wageningen; and GIMA is a blended learning programme, enabling you to do most of your studying from the place at which you study best (home or office). Only the first and the last week of each module are classroom-based.
The MSc Geographical Information Management and Applications (GIMA) offers a challenging programme in the domain of Geographical Information Sciences (GIS). It will help you to develop your knowledge and skills in the field of geo-information management and geo-information applications. As a future geo-information specialist, you have to address a wide number of fundamental issues in today’s society such as: Why is geographical information needed and how can it be used to solve problems in the broadest variety of application fields (in flood risk management, spatial planning, location-based services, orientation and navigation, location of sales outlets, spatial aspects of crime, dealing with natural hazards and humanitarian disasters)? How can proof-of-concept geo-information and geo-information technology based solutions for societal problems be designed and implemented and how can the quality and usabiliy be evaluated? What are appropriate concepts, methods and techniques for the management of geo-information and geo-information processes, which may involve multidisciplinary teamwork?
The GIMA programme deals with all of these issues and, teaches, among other things, how to apply and manage geo-information in organisations and projects by critically understanding and using state-of-the-art geo-information theories and technology.
This Master programme is offered by four renowned universities in the Netherlands: Utrecht University, Delft University of Technology, University of Twente and Wageningen University. As a student, you have access to the large pool of experts from all four universities. You can choose between a full-time (two years) or parttime (four years) programme. Exemptions are possible for students who have relevant working experience, making it possible to complete a part-time programme in approximately three years. GIMA is a blended learning programme. It consists of distance learning (85%) with contact weeks at the four universities (15%).
Graduates have excellent career prospects. The demand for managers and application specialists in geo-information in the professional market is constantly increasing. Our alumni are employed in both the private and public sector (by companies, consultancies, government organizations and research institutes) as managers, specialists and researchers. APPLICATION AND ADMISSION This programme is registered in CROHO as MSc Geographical Sciences at Utrecht University, code 60732. Application for GIMA proceeds through Utrecht University. The application deadline is 1 June 2015 for the programme that starts in September 2015. All information about application and admission requirements can be found at the GIMA website http://www.msc-gima.nl.
Alumna Gineke Snoeren.
"Business consultant at ESRI Nederland. “GIS offers many opportunities and will become more important in future. That is why I decided to enrol in this programme. The course has 2 advantages. First, it does not focus solely on GIS techniques, but also at management. Second, the blended learning system is great because it combines contact teaching with distance learning. You can study in your own time with less contact hours but still contact with teachers and students at set times. Not only Dutch and foreign students take the course, but also people who are already employed in the field of GIS. You learn a lot from each other.”
Visit our website for more information on fees, scholarships, postgraduate loans and other funding options to study Advanced Computer Science at Swansea University - 'Welsh University of the Year 2017' (Times and Sunday Times Good University Guide 2017).
On the MSc in Advanced Computer Science course you will be thoroughly prepared for a career in IT or related industries. The Advanced Computer Science course is for you if you are a Computer Science graduate or if you have gained experience of computing and programming in a different first degree. Willingness to work hard and an ability to problem solve are equally important for this MSc in Advanced Computer Science. The MSc in Advanced Computer Science course will develop the skills and knowledge you have gained from your first degree by broadening and deepening your knowledge of Computer Science through a variety of advanced modules and material. The MSc in Advanced Computer Science is accredited by the British Computer Society.
• We are top in the UK for career prospects*
• We are 3rd in the UK for teaching quality**
• 5th in the UK overall*
• 7th in the UK for student satisfaction with 98% [National Student Survey 2016]
• 7th in the UK overall and Top in Wales*
• High employability prospects - we are 8th in the UK for graduate prospects*
• 92% in graduate employment or further study six months after leaving University [HESA data 2014/15]
• UK TOP 20 for Research Excellence [Research Excellence Framework 2014]
• Our Project Fair allows students to present their work to local industry
• Strong links with industry
• £31m Computational Foundry for computer and mathematical sciences will provide the most up-to-date and high quality teaching facilities featuring world-leading experimental set-ups, devices and prototypes to accelerate innovation and ensure students will be ready for exciting and successful careers. (From September 2018)
*Guardian University Guide 2017
**Times & Sunday Times University Guide 2016
Modules for the MSc in Advanced Computer Science include Computer Science Project Research Methods but please visit our course page for more information.
The Department of Computer Science is well equipped for teaching, and is continually upgrading its laboratories to ensure equipment is up-to-date – equipment is never more than three years old, and rarely more than two. Currently, our Computer Science students use three fully networked laboratories: one, running Windows; another running Linux; and a project laboratory, containing specialised equipment. These laboratories support a wide range of software, including the programming languages Java, C# and the .net framework, C, C++, Haskell and Prolog among many; integrated programme development environments such as Visual Studio and Netbeans; the widely-used Microsoft Office package; web access tools; and many special purpose software tools including graphical rendering and image manipulation tools; expert system production tools; concurrent system modelling tools; World Wide Web authoring tools; and databases.
As part of the expansion of the Department of Computer Science, we are building the Computational Foundry on our Bay Campus for computer science and mathematical science.
All Computer Science courses will provide you the transferable skills and knowledge to help you take advantage of the excellent employment and career development prospects in an ever growing and changing computing and ICT industry.
94% of our Postgraduate Taught Graduates of Computer Science were in professional level work or study [DLHE 14/15]
Francesca Madeddu, originally from Italy, completed an outstanding Master’s thesis (which earned her a distinction) investigating interaction with augmented reality on mobile devices. More specifically, she investigated how to interact with virtual Egyptian artefacts placed in real scenes. The final game was deployed at Swansea's Egypt Centre last year and was evaluated by volunteers working at the museum. A Master’s thesis does not often lead to a publication. However, part of Francesca's research was written up as an extended abstract and presented at Computer Graphics and Visual Computing (CGVC), a Eurographics UK conference for visual computing last year. An exceptional achievement!
Working in politics has never required as many professional competencies as in this historical period. Playing an active role in an electoral campaign or in the life of a party, but also writing about politics on a daily basis, are activities that, without specific training and without the mastery of the most up-to-date techniques, risk being unproductive.
In such a framework, the Master’s Degree in Political Marketing has been designed to enable all those who wish to be or are already involved in these topics to acquire a store of operational knowledge and capabilities of excellence that will support them in concretely contributing to the results.
The Master’s Degree in Political Marketing is aimed at providing the knowledge and abilities necessary to effectively and professionally manage the communication and marketing processes that support political campaigns and activities.
In particular, on completing the course, participants will be able to:
structure precise operational plans and strategies for the promotion of a political candidate or group
make the best use of social media and of the web for political-electoral marketing and communication ends
learn about new visual and off-line means of communication for a winning placement in the political-electoral market
enhance their public speaking capabilities also in terms of consultancy to others
correctly set up and manage an electoral campaign
know and understand the peculiarities of the different electoral systems
utilising and designing political-electoral research and surveys
identify and add value to different leadership styles
know the best techniques for the organisation of a political event
realising effective fundraising campaigns
managing press office activities aimed at the promotion of political candidates or parties
master the most evolved spin doctoring techniques
acquire an overview of some of the best practices in the international context
The Master’s Degree in Political Marketing is a course of excellence aimed at a maximum of 20 participants that wish to acquire competencies of excellence in the effective management of the communication and marketing processes linked to political activities and electoral campaigns.
Market research for politics
Segmentation, targeting and positioning for politics
Political-Electoral marketing mix
Marketing 2.0 and 3.0 for politics
Web and Social media for politics
Web and Social Media campaign planning, implementation and control for politics
Using Facebook, Twitter, LinkedIn and Google+ for political communication
Verbal and Non-verbal communication
Steps for an effective public presentation
Political Press Office
The Press Office
The planning of activities
Implementing actions and monitoring results.
Choice and ideation of the most suitable event in order to reach objectives
Budget definition through the evaluation of economic aspects
Promotion: online through social media and offline through traditional media
Practical organization of the event.
The electoral system and its specificity
Political-electoral research and surveys
Candidate and party campaign analyses
Leader and political party positioning analyses
Campaign impact evaluations
Election projections and post-election surveys
Leadership for politics
Role and activity evolution
Strategies and techniques
Fundraising for politics
Fundraising techniques and tactics
The management of the relationship with donors
Budgeting and staffing models
Effective and ethical profiles
Phone banking, canvassing and special events
Electoral campaign management
Traditional vs digital campaigns
Human resources management and organisation for an electoral campaign
The thematic campaign
Innovative communication techniques for politics
Graphic, video and digital design
Modelling and 3D animation
International excellency cases
Edsegovi’s HOLOS model (Mexico)
The course is structured over 12 months:
- 6 months of lectures, once per week
- 6 months of final project work
- Company visits
- Cultural programme
- Italian language course included
Rome Business School is an International Institution that has already hosted students from more than 140 countries.
Rome Business School employs university lecturers, company trainers, consultants, managers and entrepreneurs chosen because of their proven experience and skills. The faculty has a strong multicultural inclination, with representatives from diverse backgrounds and nationalities. It will synergistically leaves you with a patrimony of knowledge for your personal development.
Our selected renewed and highly competent formators are always assessed and rated by students, thanks to our quality assurance system.
Rome Business School is developing an International didactic and corporate Network, thanks to several partnerships with business schools, universities and companies